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-rw-r--r--src/itemdef.cpp110
1 files changed, 1 insertions, 109 deletions
diff --git a/src/itemdef.cpp b/src/itemdef.cpp
index e37f10d61..fa277f4ff 100644
--- a/src/itemdef.cpp
+++ b/src/itemdef.cpp
@@ -77,8 +77,6 @@ ItemDefinition& ItemDefinition::operator=(const ItemDefinition &def)
sound_place = def.sound_place;
sound_place_failed = def.sound_place_failed;
range = def.range;
- meshname = def.meshname;
- meshtexture = def.meshtexture;
return *this;
}
@@ -159,10 +157,6 @@ void ItemDefinition::serialize(std::ostream &os, u16 protocol_version) const
os << serializeString(sound_place_failed.name);
writeF1000(os, sound_place_failed.gain);
}
-
- //TODO check for protocol version?
- os<<serializeString(meshname);
- os<<serializeString(meshtexture);
}
void ItemDefinition::deSerialize(std::istream &is)
@@ -220,10 +214,6 @@ void ItemDefinition::deSerialize(std::istream &is)
sound_place_failed.name = deSerializeString(is);
sound_place_failed.gain = readF1000(is);
} catch(SerializationError &e) {};
-
- //TODO check for protocol?
- meshname = deSerializeString(is);
- meshtexture = deSerializeString(is);
}
/*
@@ -351,7 +341,7 @@ CItemDefManager::ClientCached* CItemDefManager::createClientCachedDirect(const s
// Create an inventory texture
cc->inventory_texture = NULL;
- if (!def.inventory_image.empty())
+ if (def.inventory_image != "")
cc->inventory_texture = tsrc->getTexture(def.inventory_image);
// Additional processing for nodes:
@@ -362,10 +352,6 @@ CItemDefManager::ClientCached* CItemDefManager::createClientCachedDirect(const s
if (def.type == ITEM_NODE) {
createNodeItemTexture(name, def, nodedef, cc, gamedef, tsrc);
}
- else if (def.type == ITEM_CRAFT) {
- if ( !def.meshname.empty())
- createMeshItemTexture(name, def, nodedef, cc, gamedef, tsrc);
- }
// Put in cache
m_clientcached.set(name, cc);
@@ -664,100 +650,6 @@ void CItemDefManager::createNodeItemTexture(const std::string& name,
if (node_mesh)
node_mesh->drop();
}
-
-/******************************************************************************/
-void CItemDefManager::renderMeshToTexture(const ItemDefinition& def, scene::IMesh* mesh,
- ClientCached* cc, ITextureSource* tsrc) const
-{
- video::ITexture *itemimage = cc->inventory_texture;
-
- /*
- Draw node mesh into a render target texture
- */
- TextureFromMeshParams params;
- params.mesh = mesh;
- params.dim.set(64, 64);
- params.rtt_texture_name = "INVENTORY_" + def.name + "_RTT";
- params.delete_texture_on_shutdown = true;
- params.camera_position.set(0, 1.0, -1.5);
- params.camera_position.rotateXZBy(45);
- params.camera_lookat.set(0, 0, 0);
- // Set orthogonal projection
- params.camera_projection_matrix.buildProjectionMatrixOrthoLH(1.65, 1.65, 0,
- 100);
- params.ambient_light.set(1.0, 0.9, 0.9, 0.9);
- params.light_position.set(10, 100, -50);
- params.light_color.set(1.0, 0.5, 0.5, 0.5);
- params.light_radius = 1000;
- cc->inventory_texture = tsrc->generateTextureFromMesh(params);
-
- // render-to-target didn't work
- if (cc->inventory_texture == NULL) {
-
- cc->inventory_texture = itemimage;
- }
-}
-
-/******************************************************************************/
-void CItemDefManager::createMeshItemTexture(const std::string& name,
- const ItemDefinition& def, INodeDefManager* nodedef,
- ClientCached* cc, IGameDef* gamedef, ITextureSource* tsrc) const
-{
- // Get node properties
- content_t id = nodedef->getId(name);
- const ContentFeatures& f = nodedef->get(id);
-
- if (def.meshname == "")
- return;
-
- video::ITexture *texture = tsrc->getTexture(def.meshtexture);
-
- infostream<<"CItemDefManager::createMeshItemTexture(): mesh"<<std::endl;
-
- scene::IAnimatedMesh *mesh = gamedef->getMesh(def.meshname);
- if(mesh)
- {
-
- video::SColor c(255, 255, 255, 255);
- setMeshColor(mesh, c);
-
- rotateMeshXZby(mesh, 180);
-
- // scale and translate the mesh so it's a
- // unit cube centered on the origin
- scaleMesh(mesh, v3f(1.0 / BS, 1.0 / BS, 1.0 / BS));
-
- // Customize materials
- for (u32 i = 0; i < mesh->getMeshBufferCount(); ++i) {
-
- video::SMaterial &material = mesh->getMeshBuffer(i)->getMaterial();
- material.setTexture(0, texture);
- material.setFlag(video::EMF_BACK_FACE_CULLING, true);
- material.setFlag(video::EMF_BILINEAR_FILTER, false);
- material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- }
-
- /*
- Draw node mesh into a render target texture
- */
- renderMeshToTexture(def, mesh, cc, tsrc);
-
- /*
- Use the ingot mesh as the wield mesh
- */
-
- cc->wield_mesh = mesh;
- cc->wield_mesh->grab();
- // no way reference count can be smaller than 2 in this place!
- assert(cc->wield_mesh->getReferenceCount() >= 2);
-
- if (mesh)
- mesh->drop();
-
- }
- else
- errorstream<<"CItemDefManager::createMeshItemTexture(): Could not load mesh "<<def.meshname<<std::endl;
-}
#endif
/******************************************************************************/